Plains of Snow


First off, having a map of levels you play often will greatly help. That way you know where all the mines and shortcuts are. You will also know any weaknesses with a location. Go ahead and print this one out. Just click on it then print it.

We'll start off with red and work around.

  1. Red's Starting Position
    • Red has one of the best starting locations. It has a narrow opening which is easy to defend. It has great wallin protection (left). It is easy to break out of this wallin by taking out 2 or 3 trees below it and above the smith in my picture.


















  2. Yellow's Starting Position
    • Yellow has a decent starting position because it is in the corner with a narrow opening. The major problem with yellow's wallin is that when you build your barracks as a wall your guys will pop out inside your wallin. To counter this you will need to build a wall or another farm beside it. If you use a wall, you may want to tear it down to let a ballista inside, giving more protection. Then, stick up another wall.











  3. White's Starting Postion
    • White's position isn't too bad, but you need to use a smith or mill to plug up the other hole. Once again, your guys will come out inside the wallin. Try putting up towers to block it off or use walls.















  4. Black's Starting Postion
    • Black's position has too much space, and is difficult to wallin. (There are two more farms below I couldn't get on the screen) Black's position isn't even worth walling in. You need to attack fast to stay alive.

















  5. Orange's Starting Position
    • Orange has another good start position. It's easy to wallin, but as with yellow, your guys will come out inside the wallin. Use walls or farms to block it. Another problem is that it can get crowded near the wallin and become difficult to get out.














  6. Purple's Starting Position
    • Purple has a good spot because, once again, it is easy to wallin and defend. This time, all guys trained will go outside the wall, right where you need them. You can get out of this wallin by chopping under your farms, or better yet, above your barracks. It will probably take more chops but will not leave an easy to come through hole.











  7. Green's Starting Position
    • As you can see, green has a hell of a time walling in. It takes 5 farms, a barracks, and a smith! It's hardly worth walling in. On top of this, when you put your hall as close as possible to the mine, you can't get peasants around it because it blocks up the hole. Even if you wallin like this, you have no room for a mill. I suppose you could put the mill in place of the smith, but your peasants would end up outside the wall. You must put it back further which slows gold production.














  8. Blue's Starting Position
    • Blue's start can be walled in but takes a few more buildings than usual. This position can be easily chopped out of. (or into)


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